[AI] Crash when gathering heightfield geometry on worker thread

UE - AI - Navigation - Jun 25, 2025

From the body of the ticket: We aim to do as much of the work off the game thread as possible to avoid impacting frame rate. We've recently found a crash during collection of the geometry slices fr ...

The Starter Contents SM_Statue exists in a bad state, leading to crashes when trying to open levels where it is referenced

UE - Graphics Features - Ray Tracing - Feb 18, 2025

The SM_Statue exists in a bad state leading to a crash when it is loaded or anything that references it is loaded, e.g. Minimal Default level in the Starter Content. It can be deleted as a temporar ...

[Voice Virtualization][Focus] - Looping sounds do not become Virtual when Virtualization is Restart and Volume Attenuation is set to 0 by Focus settings

UE - Audio - Voice Management - Sep 2, 2021

When using Voice Virtualization settings, if the Attenuation Volume becomes 0.0 do to Focus setting, Restart does not behave as expected on looping sounds. Both Disabled and Play when Silent do wo ...

Renaming a level containing Text3DComponent can cause crash

UE - Virtual Production - Jan 6, 2023

BuildTextMesh function queued as AsyncTasks may be called during saving (renaming) a level containing Text3DComponents.  The following workaround fix the problem. void UText3DComponent::BuildTextMe ...

The collision is wrong when the static mesh scale is set as negative value

UE - Simulation - Physics - Feb 15, 2022

I checked the c.haos code quickly. I think it caused by the function "bool FInitBodiesHelperBase::CreateShapesAndActors()". In this function, the CreateActor_AssumesLocked function will ignore the s ...

Collision channel settings are not recognized in Standalone

OLD - Anim - Oct 18, 2017

Object instances that override the parent blueprint's collision settings are recognized in PIE but ignored in standalone or when running from the command line with -game NOTE: This appears to only ...

Dynamic NavMesh disappears when loading/unloading SubLevels

UE - AI - Nov 9, 2018

A DynamicNavMesh within a NavMeshBoundsVolume placed in a SubLevel will disappear if loading/unloading another SubLevel that has completely nothing to do with the DynamicNavMesh. Using a setup with ...

Deleting a project also deletes content of folders referenced by a Windows symbolic link

Portal - Jan 11, 2018

Deleting a project from the Epic Games Launcher will also delete any files that are located in external folders that the project includes via symbolic link. In this case the only thing that should b ...